"m_pCurNotes" -> "m_pCurSteps"
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@@ -118,10 +118,10 @@ void ScreenEvaluation::Init()
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_pCurSong = SONGMAN->GetRandomSong();
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GAMESTATE->m_pCurCourse = SONGMAN->GetRandomCourse();
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GAMESTATE->m_pCurNotes[PLAYER_1] = GAMESTATE->m_pCurSong->m_vpSteps[0];
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GAMESTATE->m_pCurNotes[PLAYER_2] = GAMESTATE->m_pCurSong->m_vpSteps[0];
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g_CurStageStats.pSteps[PLAYER_1] = GAMESTATE->m_pCurNotes[PLAYER_1];
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g_CurStageStats.pSteps[PLAYER_2] = GAMESTATE->m_pCurNotes[PLAYER_2];
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GAMESTATE->m_pCurSteps[PLAYER_1] = GAMESTATE->m_pCurSong->m_vpSteps[0];
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GAMESTATE->m_pCurSteps[PLAYER_2] = GAMESTATE->m_pCurSong->m_vpSteps[0];
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g_CurStageStats.pSteps[PLAYER_1] = GAMESTATE->m_pCurSteps[PLAYER_1];
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g_CurStageStats.pSteps[PLAYER_2] = GAMESTATE->m_pCurSteps[PLAYER_2];
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2;
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GAMESTATE->m_PlayerOptions[PLAYER_2].m_fScrollSpeed = 2;
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GAMESTATE->m_iCurrentStageIndex = 0;
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@@ -363,7 +363,7 @@ void ScreenEvaluation::Init()
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switch( m_Type )
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{
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case stage:
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m_DifficultyIcon[p].SetFromNotes( p, GAMESTATE->m_pCurNotes[p] );
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m_DifficultyIcon[p].SetFromNotes( p, GAMESTATE->m_pCurSteps[p] );
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break;
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case course:
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m_DifficultyIcon[p].SetFromCourseDifficulty( p, GAMESTATE->m_PreferredCourseDifficulty[p] );
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@@ -882,7 +882,7 @@ void ScreenEvaluation::CommitScores(
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continue;
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurNotes[p];
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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// whether or not to save scores when the stage was failed
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// depends on if this is a course or not ... it's handled
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@@ -974,7 +974,7 @@ void ScreenEvaluation::CommitScores(
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case stage:
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{
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pSteps = GAMESTATE->m_pCurNotes[p];
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Steps* pSteps = GAMESTATE->m_pCurSteps[p];
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pHSL = &pProfile->GetStepsHighScoreList( pSong, pSteps );
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}
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break;
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